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dhs_variables.txt
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dhs_variables.txt
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Variables for Scar of Ouruin that can be used to read or write progress related variables. This concerns DHS scripts.
Define variable, its values and notes for each value.
== GAME
Gameplay related variables.
ouruin_current_item
sparrow
talisman
tonic
ouruin_current_weapon
nothing
This returns the player to being unarmed
shortsword
broadsword
spear
staff
ouruin_current_sidearm
nothing
This returns the player to being unarmed
throwing
knife
ouruin_player_event
Variable per-level. Used to dictate which dialogue or events should play
ouruin_current_area
ouruin_current_area_stored
ouruin_orb
0: Orb is not equipped
1: Orb is acquired
2: Orb has been equipped
== WALLET
Coin related variables. Tracks debt, coin earned and visual coin counting
ouruin_petals_total
Total coin earned. Adds up every level currency variable for a total count of coin gained
ouruin_petal_display
Possibly deprecated
ouruin_petal_count
ouruin_petals_total, minus debts
ouruin_previous_wallet
Previous wallet sum. Used when adding total
ouruin_wallet_toadd
Amount of coin to be added to total upon acquisition
ouruin_wallet_toadd_display
Total amount of coin to be added to total upon acquisition
ouruin_wallet_wait
Whether the wallet should still be displayed on screen
-- Debts
ouruin_wallet_debts_total
Totals up all debts
ouruin_root_debt
Valerian root purchase
ouruin_dart_debt
Money given to Dart
ouruin_shop_debt
Coin spent in the black market
ouruin_shop_debug_cheat
Offsets the player's currency
-- Level Coin Count
Total coin found for each level.
ouruin_explore_currency
ouruin_market_currency
ouruin_depot_currency
ouruin_dart_currency
ouruin_courtyard_currency
ouruin_creshome_currency (Unused. Coin does not spawn in this level)
ouruin_agra_currency
ouruin_highroad_currency
ouruin_lvl2_currency
ouruin_lvl3_currency (Unused. Coin does not spawn in this level)
ouruin_lvl4_currency (Unused. Coin does not spawn in this level)
== LEVEL STATE
Controls where the player spawns, and under what conditions the level loads.
ouruin_intro_played
Global for every level. Is set upon transitioning to a new level
ouruin_explore_state
0: Player is loading into Explore from the Prologue (prologue.xml)
1: Player is loading into Explore from the Market (market.xml)
2: Player is loading into Explore from the Depot (depot.xml)
3: Player is loading into Explore from Agra Hood (level1_a.xml)
4: Player is loading into Explore from Faas' Sanctuary (level1_dart.xml)
5: Player is loading into Explore from the Agra Hood shortcut (level1.xml)
6: Player is loading into Explore from the Upper Depot exit (depot.xml)
ouruin_agra_shortcut
0: Shortcut not unlocked
1: Shortcut unlocked
ouruin_gateguards_fleed
0: Default state
1: Player has fleed, and gate guards are walking back
ouruin_market_state
0: Player is loading into Market from Explore (level1_explore.xml)
1: Player is loading into Market from the Warrens (warrens.xml)
ouruin_depot_state
0: Player is loading into Depot from Explore (level1_explore.xml)
1: Player is loading into Depot from the Warrens (warrens.xml)
2: Player is loading into Depot from the uppper Explore entrance (level1_explore)
ouruin_warrens_state
0: Player is loading into Nui Warrens from Market (market.xml)
1: Player is loading into Nui Warrens from Depot (depot.xml)
ouruin_agra_state
0: Player is loading into Agra Hood from Explore (level1_explore.xml)'s Gate Guards
1: Player is loading into Agra Hood from Explore (level1_explore.xml)'s shortcut
2: Player is loading into Agra Hood from High Road (level1_b.xml)
3: Player is loading into Agra Hood from the Speakeasy (speakeasy.xml)
ouruin_agra_checkpoint
0: Player is at the Moritz Gate
1: Player is at the collapsed bell tower
2: Player is at the agra shortcut
3: Player is in the eastern fountain alley
4: Player is in the sunken square alley
5: Player is south of the sunken square alley
6: Player is north of the sunken square alley
7: Player is at the high road entrance
ouruin_agra_ambush
0: Ambush is not prepared
1: Ambush is prepared, weak
2: Ambush is prepared, strong
3: Ambush party has been taken out
4: Ambush party has been bypassed
ouruin_highroad_state
0: Player is loading into High Road from Agra Hood (level1_a.xml)
1: Player is loading into High Road from Cres Home (creshome.xml)
ouruin_highroad_checkpoint
0: Player is in the room leading to Agra
1: Player is on the tall pipes between the road and Agra
2: Player is at Cres' Home
3: Player is inbetween the waterfront and the road
4: Player is in the waterfront interior
ouruin_courtyard_state
0: Player is loading into Courtyard
ouruin_match_blocked
ouruin_match_kills
ouruin_match_hits
ouruin_match_wins
ouruin_match_losses
-- Suffixes
_current: The amount Ghost has at this moment
_score: Saved high score
_streak: Value to show for broken streaks
ouruin_match_mode
0: Non-combat
1: Solo duel
ouruin_match_weapons
_ghost: Player's selected weapon
_opponent: Opponent's selected weapon
ouruin_match_active
0: Inactive
1: Active
ouruin_lvl2_state
0: Player is loading into Fractured Home from Crackdown (level1.xml) for the first time
1: Player is loading into Fractured Home from Donatas Fight (level2_fight.xml) and onwards
2: Player has watched the initial Guards cutscene.
ouruin_lvl2_investigate
0: Player has not reached home
1: Player has reached home
ouruin_lvl2_checkpoint
0: Player is at the mud pit
ouruin_lvl3_state
0: Player is loading into Waterfront Escape from Fractured Home (level2.xml) as Ghost
1: Player is loading into Waterfront Escape as Donatas
ouruin_lvl4_state
0: Player is loading into Cinderian Ship from Waterfront Escape (level3.xml) as Ghost
1: Player is loading into Cinderian Ship as Donatas
ouruin_lvl4_phase
0: Player has just entered
1: Encounter cutscene plays
2: Combat begins
== LETHALITY
At the end of every level, Ouruin adds up each elimination, kill and overkill. It also collects the names of each character.
These variables are then tallied against every other levels' sums to calculate total eliminations, kills and overkills.
Perfect Non-Lethal Stealth requires less than 1 lethality point.
Non-Lethal Stealth requires less than 6 lethality points.
Non-Lethal requires less than 32 lethality points.
Lethal requires less than 60 lethality points.
Full-Lethal requires more than 60 lethality points.
Perfect Full-Lethal requires killing every single enemy in the game.
Senseless Full-Lethal requires overkilling every single enemy in the game.
-- Totals
ouruin_total_eliminations
ouruin_total_ko
ouruin_total_kills
ouruin_total_overkills
ouruin_total_lethality
-- Levels (Replace level with level name)
ouruin_level_eliminations
Adds 1 lethality point
ouruin_level_kills
Adds 8 lethality points
ouruin_level_zonekills
Adds 2 lethality points. Incurred upon drowning, dying to spikes, or lava
ouruin_level_overkills
Adds 2 lethality points per overkill. Maximum of 10 overkills per level. Multiple overkills can be achieved on the same character
ouruin_level_throatscut
Adds 4 lethality points
ouruin_level_lethality
Tallies up every lethality point, and decides a level's final lethality state (PNLS, NLS, NL, L, FL, PFL, SFL). Only set at the end of the level
-- Suffixes
_current: Count on this current level playthrough. Does not apply to ouruin_level_lethality
_stored: Added to _current. Modified on checkpoints, so counts from previous areas still apply. Does not apply to ouruin_level_lethality
_points: Only set at the end of the level. Points of lethality earned per variable
...
== QUESTS
Multi-stage, complicated character quests. These have multiple endings depending on player choice.
ouruin_branch_quest
0: Branch has not been talked to
1: Branch has been talked to
2: Player has found the whaleman statue
3: Player has talked to Branch and received their reward. Quest complete
ouruin_lloyd_quest
0: Lloyd has not been talked to
1: Lloyd has been talked to
2: Player has discussed Lloyd's job
3: Player has accepted Lloyd's job offer
4: Player has entered the warrens
5: Player has stolen Branch's notes and escaped
6: Lloyd has paid the player. Quest complete!
ouruin_dart_quest
0: Dart has not been met
1: Dart has been met
2: Dart has told Ghost about entry
3: Dart has been challenged
4: Dart has beaten Ghost in dueling
5: Dart has been beaten. Quest complete!
6: Player has given drug money to Dart. Quest complete!
ouruin_dart_duel
0: Ghost cannot challenge
1: Dart can be challenged
2: Duel is underway
3: Ghost has won the duel
ouruin_dart_quest_valerian
0: Dart has not asked Ghost for valerian root
1: Dart has asked Ghost for valerian root
2: Ghost has acquired valerian root
3: Dart has been given valerian root
ouruin_beggar_quest
0: Beggar has not been met
1: Beggar has been met
2: Beggar has talked about Dart
ouruin_adal_quest
0: Adal has not been met
1: Player has met Adal
2: Player has offered to help Adal
3: Player has given Adal all her funds. Quest complete
4: Player has given Adal half her funds. Quest complete
5: Player has given Adal some of her funds. Quest complete
6: Player has decided to keep all of her funds. Quest complete
ouruin_adal_depot
0: Yet to be encountered
1: Thieves encountered
2: Gold retrieved, Adal ready
3: Gold paid
ouruin_gunk_quest
0: Player has not talked to the bloods
1: Player has met Gunk
2: Player has donated medicine
3: Player has told Patri about the bloods
4: Player and Patri has forced the bloods out, peacefully. Quest complete, -5 bond points
5: Player and Patri has forced the bloods out, with violence. Quest complete, -20 bond points
ouruin_gunk_bond_total
Total Gunk Bond points.
ouruin_gunk_bond_talk
Increases by the amount of times you talk to Gunk
ouruin_gunk_donated_petals
Counts the amount of petals Gunk has received.
ouruin_gunk_donate_offer
Amount of petals the player selects to donate.
ouruin_gunk_bond_petals
Increases bond points for every 50 petals. Maximum of +20 bond points
ouruin_gunk_donated_medicine
0: Player has not donated medicine
1: Player has donated medicine. Adds +15 bond points
ouruin_tarz_talk
0: Tarz doesn't want to talk
1: Tarz will relent
2: Tarz has relented
3: Player has returned to Tarz
ouruin_patri_quest
0: Player has not met Patri
1: Player has met Patri
2: Patri has been talked to enough to offer quest
3: Player can tell Patri about Bloods
4: Player has completed Gunk's quest. Quest complete!
5: Player has told Patri about the Cinderbloods
6: Player has found Patri. Quest complete!
ouruin_patri_talked
Number of times player has talked to Patri.
ouruin_market_visited
0: Market has not yet been visited
1: Market has been visited
ouruin_forten_quest
0: Player has not talked to Forten
1: Player has permission to enter gaggle room
2: Player can confront Forten
3: Player has investigated Depot
4: Player can talk to Nedis and/or Forten. Quest complete!
ouruin_forten_met
ouruin_forten_storytold
ouruin_nedis_quest
0: Player has not met Nedis
1: Player is not taking part in any job
2: Player is taking part in a job
3: Player is ready to collect reward
ouruin_nedis_jobsdone
ouruin_job_weapondelivery
-1: Reward accepted. Job complete!
0: Job available
1: Job accepted, weapon with Ghost
2: Weapon delivered, reward ready
ouruin_job_thoritz
-1: Reward accepted. Job complete!
0: Job not active
1: Job accepted, letter with Ghost
2: Letter delivered and Snakes encountered, reward ready
ouruin_job_speakeasy
-1: Reward accepted. Job complete!
0: Job not active
1: Job accepted
2: Ghost is in the speakeasy
3: Job complete, reward ready
ouruin_job_speakeasy_suspicion
0: Members trust Ghost
1: Members don't suspect Ghost
2: Members are wary
3: Members are suspicious of Ghost
4: Members are certain Ghost is a double agent
ouruin_job_speakeasy_kills
ouruin_job_speakeasy_ratty
0: Unseen
1: Traces have been found
2: Ratty has been found, and let go
3: Ratty has been found, and revealed
4: Ratty has been found, and killed
5: Ratty has been found, and interrogated
ouruin_ratty_quest
0: Player has not met Ratty
1: Player has met Ratty
2: Player has talked to Ratty
ouruin_ratty_bond
ouruin_gateguards_met
ouruin_gateguards_access
ouruin_gateguards_ambushed
ouruin_gateguards_fight
0: Not challenged
1: Fight in progress
2: Fight lost
3: Fight won
4: Fight abandoned
ouruin_gateguards_fleed
-- Dialogue
Multi-stage dialogues/character quests. These are minor and require no player input beyond talking to the same characters multiple times.
ouruin_talk_red
0: Red has not been talked to once
1: Player has returned from a different level once
2: Player has returned from a different level twice
3: Quest complete
== MARKET
Variables for the black market.
ouruin_current_selected
Dictates which item the player is closest to
ouruin_shop_jobaccepted
Last job accepted.
ouruin_charms_inspected
Whether Ghost has looked at Nedis' bone charms
ouruin_nedis_talked
Amount of times Nedis has been talked to
ouruin_shop_indialogue
Whether Ghost is currently in dialogue or not
-- Shop
0: Unbought
1: Bought
2: Equipped
3: Expended
ouruin_shop_shortsword
ouruin_shop_broadsword
ouruin_shop_knife
ouruin_shop_throwing
ouruin_shop_spear
ouruin_shop_staff
ouruin_shop_sparrow
ouruin_shop_talisman
ouruin_shop_tonic
ouruin_shop_armor
== DONATAS FIGHT
ouruin_lvl2_fire
Current phase of the fire engulfing the room
ouruin_lvl2_fightphase
0: Phase 1
1: Phase 2
2: Phase 3
3: Finale
ouruin_lvl2_lastwin
ghost
donatas
== DIALOGUE
Each variable is based off the dialogue file's name
0: Not talked to
1: Talked to
-- Explore
TBD